Almost all by synte, when between equal levels: much discussed in the book. Robust goods can be dropped through syntei, but nothing goes up. Most goods are carried or pulled by humans or pack animals, or vertical hoists powered by muscle or water wheels. Few of these cross much height, and there is considerable waiting, so humans (even of high status) develop strong muscles except in palanquin cultures.
Syntei are not switchable: each pair of kasyntei join only two points, though they may be moved. To directly join 1,000 points would call for 499,500 syntei. Thus even when two points are on the same level, one must often take several hops. The syntenet naturally forms hubs, because it is often most useful to put a new link to somewhere that already connects to many places. The hubs are usually on steep places, for easy transfer of level, so they are crowded and often jammed. This gives power and opportunity to those who can control them.
In Samdal, for instance, they are mainly a revenue source, which encourages growth of the network. For transport of goods, often with smaller syntei or immature wyzands, an efficient system pays people to transfer packets to the next kasyntei, and tracks them to their destination
In Shaaluy, they are governed by the Church, which is disposed to discourage travel, partly on theological grounds (God knew where should be, and had you born there; and leaving your community is metaphorically dividing the social body) and partly because heresy and dissent spread less easily (compare the Chinese hùkǒu system, which lasted from ancient times to well into the Communist dynasty). Church officials, of course, are permitted to travel, but are not exempt from bureaucratic delays. When their mission requires discretion (as many do) they tend to avoid hubs even at the expense of substantial land travel between syntei; the Church is rarely in a hurry. There is no attempt to regulate the planting or use of syntei locally, or across a few days' walking distance, so nearby communities are usually connected directly — but unless they are near the same level, mainly by falasynte or olosynte.
Rivers contribute slightly to transport: narrow utterboats slide down through wyzands (which do not carry a flow of water, which would be a horrifying waste of power), and ride down rivers. Utterboats are very laborious to return to base, because their strength requirements cannot be met by assembly from separable parts. Commerce uses some downboats, which travel down-river without syntei, and are disassembled for hoist-and-synte return. They are somewhat leaky, but a synte with its kantasynte below the destination keeps the bilges dry.
Ocean-going vessels are absent, due to sea monsters, and coastal shipping limited to shallow draft vessels that can stay very close in. Even these are a major risk economically, but (with oriels in case a monster comes close to shore) the crews usually survive an attack.
Dog-shay-small carriage drawn by a pack of up to ten trufhounds-dogs bred for stamina and intelligence. Common on Wevory. Dogs respond to finger-pressure on the nape of the neck, applied through a 'tensynt'-an array of syntei on a small keyboard, one per finger, one per dog.
Grymp-Species of landlizard, with a high humped back. Trainable but hard to control. Found on all continents except Shaaluy. Trade in Grymp is extensive. During the cooler winter (season of snows) grymp-races are held regularly on Tenchur Plateau around a synted course taking in short sections of track in Serentry, Vaccory, Oeonone, Gouche, and Ginty, finishing in Khawla. These races are watched by hundreds of thousands and are a major sport.
Kizzet-Wheeled sled used on the slopes of the Greywraiths. Returned to slope-top by ropes, turned by a synted waterfall.
Skirols-Wheeled shoes. User propels himself with sticks. Normally the wheels are bound with padding to make solid 'balloon' tyres. Used on the Sumter saltflats of Lamynt.